Ahriman
Tyrant
Kislev.
Spoiler :
Fantasy Poland/Russia.
Excellent light cavalry, and horse archers, some with javelins.
Beast-type monster affinity.
Less tech access than more "civilised" human factions.
Medicore infantry, foot archers.
Very limited magic.
Tundra terrain affinities.
Sources:
Some good stuff in:
http://www.warfareeast.co.uk/main/Poland.htm
Even better:
http://www.strike-to-stun.com/WFB/Kislev/Kislev01.htm
Some great stuff in here too (near the end) for Kislev heroes and magic items and ice magic.
Come back to this link when designing these.
More stuff
http://oz.games-workshop.com/games/warhammer/kislev/assets/KislevAlliesArmyList.pdf
No access to:
Steampower tech, flight tech, Steel tech, Economics tech, Imperial Roads tech, raw magic tech, winds of magic tech, lore of X techs. Handgunner, pikemen, war chariot, crossbowman.
Unique kislev tech or trait; Arctic nomads. Gives +1 food from tundra, +1 food from ice.
Standard units (UU art only):
Warrior
Archer warband
Spearman warband
Scout troop
Catapult
Supply train
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Cannon.
UUs: (All hammer costs same as base unit unless otherwise specified).
Kislev War wagon (National UU, replaces current war wagon).
Requires Rifling tech. Requires horses. Strength 14, 2 moves, does not get terrain bonuses. Cannot use metal weapons. Armored unit. Gets chariot terrain penalties. 20% withdraw chance. Does NOT have blitz.
[My understanding is that a War Wagon is basically a horse-drawn APC, full of gunners? No need for steam power]
Hammer cost: 220.
Beastmaster. Same as Amazon beastmaster, but with tundra rather than jungle affinity. (requires monster bonding tech, has beast taming). Can be built, or upgrades from Ranger.
Placeholder art: any FFH beastmaster with bears.
Ungol horsemen (replaces Ancient Cavalry), same as ancient cavalry, but +1 first strike chance.
Winged Lancer regiment (replaces knight). Same as knight, but -1 attack strength, +1 first strike.
Druzhina Regiment (replaces light cavalry), Same as light cavalry but +1 first strike.
Ungol Horsearcher Warband (replaces horsearcher warband) Same as horsearcher, but gains flanking bonus vs melee units, -1 defense.
Gospodar cavalry. (replaces cavalry). Same as cavalry, but starts with Shock promotion.
Placeholder art: Russian cossacks.
Strzelcy Warband (replaces chariot). Strength 5/3. Missile cavalry unit. 3 moves. Can use metal weapons. Same terrain penalties as light cavalry. +25% vs melee units. Has ranged archery attack like longbowmen (damages only 1 unit, max damage 25%).
These are mounted crossbowmen (so use a horse model, not a chariot model).
So, they're basically chariots, but with missile cavalry class, and a ranged bombardment (so they can move, bombard, and move again).
Gospodar Axeman warband (replaces axeman warband) same as axeman warband.
Varjazi Swordsmen regiment (replaces militia swordsman) Same as militia swordsman.
Voevodo Spearmen regiment (replaces militia spearman) same as militia spearmen.
Tysiatski Bowman regiment (replaces militia archers) same as militia archers.
EITHER:
Gospodar Bowmen Regiment (replaces longbowmen). Same as Longbowmen BUT no hill defence bonus, no city defence bonus, instead gets +20% forest/ancient forest attack and defence.
These guys are skirmishy/ambushy bowman, like many/most slavic bowman.
This also acts as a complement to a cavalry heavy army; lots of cavalry are weak in forests, these guys can defend stacks in forest tiles.
OR
Kossar Regiment. (replaces Longbowmen) Archery unit. Strength 5, 1 move, can use metal weapons, 1 first strike, +10% city attack, +10% hills strength, +10% city defense, can get quality bows. Hybrid axemen/bowmen.
Priest of Taal. (National UU, limit 3). Requires Fanaticism tech, Monster breeding tech. Strength 8, 2 moves. Cannot use metal weapons. Starts with Lore of Beasts magic I, lore of beast magic 2. No channeling ability (starts with all the magic it needs).
Placeholder art: FFH druid.
Hammer cost: 220 hammers.
Mercenary wizard. (national UU, limit 6)
Requires: mercenary contracts tech.
Strength 4, 1 move. Adept unit.
No channeling. Starts with any 2 (at random) of the level 1 elemental magics and lore of x magics, and 1 (at random) level 2 lore of x magic or elemental magic. [Can't learn any more; kislev can't research any magic techs).
Costs +1 gold upkeep.
Crazed: 2% chance per turn that the unit will turn barbarian.
Hammer cost: 90.
Boyar guard (replaces Royal Guard). Same as royal guard.
Sibyrian Hunter troop (replaces Hunter skirmish troop), See Hunter/Ranger thread.
Sibyrian Ranger troop (replaces Ranger skirmish troop) See Hunter/Ranger thread.
Warhawks of Miksa (replaces troll), strength 4, aircraft fighter, range 6, can bombard (no collateral), can intercept. Hammer cost 120, builds 50% faster with aerie.
Placeholder art: Hawk.
Winter wolf pack (replaces giant). Strength 7+2cold, 3 moves, immune to cold, +15% tundra strength.
Requires breeding ground.
Excellent light cavalry, and horse archers, some with javelins.
Beast-type monster affinity.
Less tech access than more "civilised" human factions.
Medicore infantry, foot archers.
Very limited magic.
Tundra terrain affinities.
Sources:
Some good stuff in:
http://www.warfareeast.co.uk/main/Poland.htm
Even better:
http://www.strike-to-stun.com/WFB/Kislev/Kislev01.htm
Some great stuff in here too (near the end) for Kislev heroes and magic items and ice magic.
Come back to this link when designing these.
More stuff
http://oz.games-workshop.com/games/warhammer/kislev/assets/KislevAlliesArmyList.pdf
No access to:
Steampower tech, flight tech, Steel tech, Economics tech, Imperial Roads tech, raw magic tech, winds of magic tech, lore of X techs. Handgunner, pikemen, war chariot, crossbowman.
Unique kislev tech or trait; Arctic nomads. Gives +1 food from tundra, +1 food from ice.
Standard units (UU art only):
Warrior
Archer warband
Spearman warband
Scout troop
Catapult
Supply train
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Cannon.
UUs: (All hammer costs same as base unit unless otherwise specified).
Kislev War wagon (National UU, replaces current war wagon).
Requires Rifling tech. Requires horses. Strength 14, 2 moves, does not get terrain bonuses. Cannot use metal weapons. Armored unit. Gets chariot terrain penalties. 20% withdraw chance. Does NOT have blitz.
[My understanding is that a War Wagon is basically a horse-drawn APC, full of gunners? No need for steam power]
Hammer cost: 220.
Beastmaster. Same as Amazon beastmaster, but with tundra rather than jungle affinity. (requires monster bonding tech, has beast taming). Can be built, or upgrades from Ranger.
Placeholder art: any FFH beastmaster with bears.
Ungol horsemen (replaces Ancient Cavalry), same as ancient cavalry, but +1 first strike chance.
Winged Lancer regiment (replaces knight). Same as knight, but -1 attack strength, +1 first strike.
Druzhina Regiment (replaces light cavalry), Same as light cavalry but +1 first strike.
Ungol Horsearcher Warband (replaces horsearcher warband) Same as horsearcher, but gains flanking bonus vs melee units, -1 defense.
Gospodar cavalry. (replaces cavalry). Same as cavalry, but starts with Shock promotion.
Placeholder art: Russian cossacks.
Strzelcy Warband (replaces chariot). Strength 5/3. Missile cavalry unit. 3 moves. Can use metal weapons. Same terrain penalties as light cavalry. +25% vs melee units. Has ranged archery attack like longbowmen (damages only 1 unit, max damage 25%).
These are mounted crossbowmen (so use a horse model, not a chariot model).
So, they're basically chariots, but with missile cavalry class, and a ranged bombardment (so they can move, bombard, and move again).
Gospodar Axeman warband (replaces axeman warband) same as axeman warband.
Varjazi Swordsmen regiment (replaces militia swordsman) Same as militia swordsman.
Voevodo Spearmen regiment (replaces militia spearman) same as militia spearmen.
Tysiatski Bowman regiment (replaces militia archers) same as militia archers.
EITHER:
Gospodar Bowmen Regiment (replaces longbowmen). Same as Longbowmen BUT no hill defence bonus, no city defence bonus, instead gets +20% forest/ancient forest attack and defence.
These guys are skirmishy/ambushy bowman, like many/most slavic bowman.
This also acts as a complement to a cavalry heavy army; lots of cavalry are weak in forests, these guys can defend stacks in forest tiles.
OR
Kossar Regiment. (replaces Longbowmen) Archery unit. Strength 5, 1 move, can use metal weapons, 1 first strike, +10% city attack, +10% hills strength, +10% city defense, can get quality bows. Hybrid axemen/bowmen.
Priest of Taal. (National UU, limit 3). Requires Fanaticism tech, Monster breeding tech. Strength 8, 2 moves. Cannot use metal weapons. Starts with Lore of Beasts magic I, lore of beast magic 2. No channeling ability (starts with all the magic it needs).
Placeholder art: FFH druid.
Hammer cost: 220 hammers.
Mercenary wizard. (national UU, limit 6)
Requires: mercenary contracts tech.
Strength 4, 1 move. Adept unit.
No channeling. Starts with any 2 (at random) of the level 1 elemental magics and lore of x magics, and 1 (at random) level 2 lore of x magic or elemental magic. [Can't learn any more; kislev can't research any magic techs).
Costs +1 gold upkeep.
Crazed: 2% chance per turn that the unit will turn barbarian.
Hammer cost: 90.
Boyar guard (replaces Royal Guard). Same as royal guard.
Sibyrian Hunter troop (replaces Hunter skirmish troop), See Hunter/Ranger thread.
Sibyrian Ranger troop (replaces Ranger skirmish troop) See Hunter/Ranger thread.
Warhawks of Miksa (replaces troll), strength 4, aircraft fighter, range 6, can bombard (no collateral), can intercept. Hammer cost 120, builds 50% faster with aerie.
Placeholder art: Hawk.
Winter wolf pack (replaces giant). Strength 7+2cold, 3 moves, immune to cold, +15% tundra strength.
Requires breeding ground.